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Starwaster

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Everything posted by Starwaster

  1. Huh, I was having so much fun just driving it around as a mobile sci-hab that I didnt notice the ladder. Or maybe put a second collider angled inwards? If you only put it up a bit then the Kerbals will climb to the top, do their standing up animation and probably fall right down because there's nothing under their feet.
  2. It's not meant to stand up to that kind of abuse. But you're doing it when staging so does it matter if it explodes? Did you have plans for it after staging? Try using the offset tool to slide the shield downwards a bit...
  3. Dammit do you have ANY idea how badly I needed this a few days ago???
  4. omg.... seriously...? I forgot to copy the freakin plugin to the plugin folder? But... then... what do you mean you're getting a high skin temperature........ ok whatever let me go fix this.... (but also seriously, nobody else noticed this and came to chastise me? For 9 hours?) Edit: Fixed. I feel like such a.... a... I don't even know right now.
  5. It's really from 1000x up which is the next time step after 100x and AFAIK only thermal does it. Aero doesn't of course because that's on rails. I dont know of any other systems that behave that way on rails at high speeds vs lower speeds
  6. RO would require some rebalancing of resource consumption. NASA/GRC say cryo coolers require about 114 watts of electrical power per watt of heat removed. Obviously if I set power consumption that high it would be a problem in stock so I configured for stock first. But power consumption is even higher regardless of stock or RO right now because nobody has really designed their parts to account for insulation that I know of....
  7. Heat Pump version 1.3.1! Heat Pump is derived from the heat pump code that originated in Modular Fuel Tanks / Real Fuels, originally created by ialdabaoth (who is awesome!) HeatPump from RealFuels Version 1.3.1 updated for Real Fuels (any version of RF that works with KSP 1.2.2) The purpose of Heat Pump is to intercept heat and cool down cryogenic tanks to prevent boiloff. Pumps can be configured with the following features. An amount of heat is removed from protected parts (active refrigeration) equal to a flat rate multiplied by a temperature delta. The flat rate is capped at ten times the flat rate value by default. The heat pumps also attempt to remove any heat that leaked into the part's interior (from the skin and adjacent parts) Resource cost per kilowatt of heat removed. The amount of heat moved into the radiator is split up among any symmetrically added radiators. This mod comes with a radiator part created by zzz (licensed by GingerCorp) and Heat Pump versions of all stock radiators are also included. Another feature is that the conductivity of protected parts is lowered. This represents the addition of multi layered insulation to the outside of the part. (generally cryogenic fuel tanks). In real life applications, this would be an important part of thermal management. This feature will require balancing against the loss rates of Real Fuels tanks which assume that insulation was builtin but don't take into consideration ZBO applications. The radiator will drain heat from whatever it is connected to. It drains a flat rate of 50kw + a amount equal to whatever heat is leaking through the insulation. (this because the goal is zero boiloff) KNOWN ISSUES Time warp faster than 100x (technically this starts at 1000x which is one step up from 100 in stock) will cause problems because KSP's thermodynamics switches into analytical mode which doesn't simulate heat transfer in a time based manner. If you must warp faster I recommend doing it from the space center until a solution can be found. Download Latest Github (source) If you find this mod helpful and want to throw some money away, feel free to click the donate button below! License for the plugin is CC-SA-BY as it was in Real Fuels. (with the provision that derivative works must proclaim that ialdabaoth is awesome) License for the zzz radiator is public domain as all of zzz's released parts are public domain. (the part is renamed to avoid conflict with any other mods that may be using it) https://creativecommons.org/licenses/by-sa/3.0/us/
  8. It wouldn't be emissive from the inside unless you used it on the inside. And now then, people... what's wrong here
  9. reduce conductivity to 1. That will cause heat to build up instead of spreading around your ship
  10. I've launched lots of them. Haven't seen it happen once. Seen a few people talk about it but that's it. It really doesn't seem to be widespread so without more information (logs, repro info that someone else can repro the issue with) I wouldn't expect a fix. Might even be a conflict with one of your other mods.
  11. If you get Deadly Reentry, the procedural fairings can have ablative material added to them. (not sure if I only did that for the stock fairings or e-dog's PF fairings too.... I better check that) Then you could make a Copernicus style aeroshell.
  12. Actually I find it pretty suspicious. You know that his heat vision rays are actually drawn in by animators? His beams are actually invisible and if you're not actively trying to detect them, you won't know they're there. Who knows how that Soyuz 'accident' occurred. Pretty damned suspicious.....
  13. Interesting. Another publication I saw once indicated that the shield was good for one reentry with one skipout and then final reentry. But I dunno, maybe that document was based on information available before the moon missions... Which raises the question... Should I make shields last longer then, based on the above? Or would that just be less fun?
  14. Have you submitted a bug report to the mod author before? Did you submit logs created during a time period when you were reproducing the problem? Have you provided easily reproducible (by anyone) steps by which the bug can be reproduced?
  15. And I was still on MFI 1.1.0 as I was pushing towards DRE release. I think 1.1.1 came out in that hour. Rather than push things back further for something that DRE wasn't using at the time I just removed it until I get to a point where I'll need it again.
  16. latest version of Deadly Reentry is actually 7.2.1 and has had all traces of Modular Flight Integrator removed for the foreseeable future. Make sure you have the latest version by downloading from here: https://github.com/Starwaster/DeadlyReentry/releases/latest As for FAR, Modular Flight Integrator is a MUST. You MUST have it. I suggest reinstalling FAR. Do not remove Modular Flight Integrator. If you suspect a problem then report it. Preferably to Ferram or to Sarbian but I can take a look at it too and work with Sarbian if there is an issue. Most likely though is that the last copy of DRE had a bad compile of MFI, so use the one that comes with FAR. (hence why I recommend re-installation)
  17. When you get problems like that you need to supply log files. output_log.txt (for Windows) or player.log (Linux or Mac) if you can't change vessels or things are missing then there's a good probability that those logs have errors. And for base building especially, make sure your terrain detail is on maximum. Preferably before building
  18. Are you trying to delete miniaturization or change it? deletion would be !miniaturization = DELETE if you're changing it then it's @miniaturization = 0.400
  19. Sounds like you're still on Kerbin time. Go into settings from the main menu and change the time scale, otherwise you're on a timescale where 1 day = 15 minutes
  20. You can always create a csproj file manually It's not like it's a showstopper when it's missing. (or at least it's never been one for me) Currently MFI is detached so that's not a concern for compiling DRE But here's the current csproj file: https://www.dropbox.com/s/8jv5c7ndmiir7fe/DeadlyReentry.csproj?dl=1 (And I use MonoDevelop to develop and compile my projects)
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